コード例 #1
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 public override void Create()
 {
     m_ScriptablePass = new CustomRenderPass();
     m_ScriptablePass.Init();
     // Configures where the render pass should be injected.
     m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
 }
コード例 #2
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    public override void Create()
    {
        m_ScriptablePass = new CustomRenderPass();

        // Configures where the render pass should be injected.
        m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses; //don't do RT switch when rendering _CameraColorTexture, so use AfterRenderingPrePasses
    }
コード例 #3
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    public override void Create()
    {
        m_ScriptablePass = new CustomRenderPass(_settings.material);

        // Configures where the render pass should be injected.
        m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
    }
コード例 #4
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    public override void Create()
    {
        m_ScriptablePass = new CustomRenderPass();

        m_ScriptablePass.mat = mysetting.mat;

        m_ScriptablePass.renderPassEvent = mysetting.Event;

        m_ScriptablePass.ColorX = mysetting.ColorX;

        m_ScriptablePass.ColorY = mysetting.ColorY;

        m_ScriptablePass.ColorZ = mysetting.ColorZ;

        m_ScriptablePass.ColorEdge = mysetting.ColorEdge;

        m_ScriptablePass.ColorOutline = mysetting.ColorOutline;

        m_ScriptablePass.Width = mysetting.Width;

        m_ScriptablePass.Spacing = mysetting.Spacing;

        m_ScriptablePass.Speed = mysetting.Speed;

        m_ScriptablePass.EdgeSample = mysetting.EdgeSample;

        m_ScriptablePass.NormalSensitivity = mysetting.NormalSensitivity;

        m_ScriptablePass.DepthSensitivity = mysetting.DepthSensitivity;

        m_ScriptablePass.AXIS = mysetting.AXIS;
    }
コード例 #5
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    public override void Create()
    {
        m_ScriptablePass = new CustomRenderPass();

        // レンダーパスを注入する場所を設定します。
        m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
    }
コード例 #6
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        public override void Create()
        {
            m_ScriptablePass = new CustomRenderPass();

            m_ScriptablePass.settings        = settings;
            m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
        }
コード例 #7
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 public override void Create()
 {
     _scriptablePass = new CustomRenderPass(this)
     {
         renderPassEvent = RenderPassEvent.AfterRendering + 1, // 必ず最後に実行されるように調整.
     };
 }
コード例 #8
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    public override void Create()
    {
        m_ScriptablePass = new CustomRenderPass(settings.material);

        // Configures where the render pass should be injected.
        m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
        m_ScriptablePass.ConfigureClear(ClearFlag.All, Color.black);
    }
コード例 #9
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    public override void Create()
    {
        m_ScriptablePass = new CustomRenderPass();

        m_ScriptablePass.SetMaterial(effectMat);
        // Configures where the render pass should be injected.
        m_ScriptablePass.renderPassEvent = renderpassEvent;
    }
コード例 #10
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 public override void Create()
 {
     _scriptablePass = new CustomRenderPass(this)
     {
         // Configures where the render pass should be injected.
         renderPassEvent = RenderPassEvent.AfterRendering + 1, // 必ず最後に実行されるように調整.
     };
 }
コード例 #11
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    public override void Create()
    {
        m_ScriptablePass = new CustomRenderPass();

        m_ScriptablePass.topLayerMaterial = CoreUtils.CreateEngineMaterial(Shader.Find(CustomRenderPass.topLayerShader));

        // Configures where the render pass should be injected.
        m_ScriptablePass.renderPassEvent = RP.RenderPassEvent.BeforeRendering;
    }
コード例 #12
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    public override void Create()
    {
        instance = this;

        m_ScriptablePass = new CustomRenderPass(Settings);

        // Configures where the render pass should be injected.
        m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;//we must wait _CameraOpaqueTexture & _CameraDepthTexture is usable
    }
コード例 #13
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        public override void Create()
        {
            Debug.Log("Create ExecuteCommandBuffersRenderPassFeature");

            m_ScriptablePass = new CustomRenderPass();

            // Configures where the render pass should be injected.
            m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
        }
コード例 #14
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    public override void Create()
    {
        scriptablePass = new CustomRenderPass("KawaseBlur");
        scriptablePass.blurMaterial      = settings.blurMaterial;
        scriptablePass.passes            = settings.blurPasses;
        scriptablePass.downsample        = settings.downsample;
        scriptablePass.copyToFramebuffer = settings.copyToFramebuffer;
        scriptablePass.targetName        = settings.targetName;

        scriptablePass.renderPassEvent = settings.renderPassEvent;
    }
コード例 #15
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ファイル: SSAO.cs プロジェクト: vitsum/urp-ssao
    public override void Create()
    {
        scriptablePass = new CustomRenderPass("SSAO");

        scriptablePass.totalStrength        = settings.totalStrength;
        scriptablePass.brightnessCorrection = settings.brightnessCorrection;
        scriptablePass.area    = settings.area;
        scriptablePass.falloff = settings.falloff;
        scriptablePass.radius  = settings.radius;
        scriptablePass.debug   = settings.debug;

        scriptablePass.renderPassEvent = settings.renderPassEvent;
    }
コード例 #16
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    public override void Create()                                 //进行初始化,这里最先开始
    {
        mypass = new CustomRenderPass(setting.RenderFeatherName); //实例化一下并传参数,name就是tag

        mypass.renderPassEvent = setting.passEvent;

        mypass.radialblurRadius = setting.radialblurRadius;

        mypass.passloop = setting.loop;

        mypass.passMat = setting.mymat;

        mypass.radialCenter = setting.radialCenter;
    }
コード例 #17
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    public override void Create()                                 //进行初始化,这里最先开始
    {
        mypass = new CustomRenderPass(setting.RenderFeatherName); //实例化一下并传参数,name就是tag

        mypass.renderPassEvent = setting.passEvent;

        mypass.passblur = setting.blur;

        mypass.passloop = setting.loop;

        mypass.passMat = setting.mymat;

        mypass.passdownsample = setting.downsample;
    }
    public override void Create()
    {
        if (this.lightConeMaterial == null)
        {
            Debug.LogWarning("Warning: Field(s) not initialized in ShadowRenderPassFeature. Not using this pass.");

            m_ScriptablePass = null;
            return;
        }

        m_ScriptablePass = new CustomRenderPass();

        m_ScriptablePass.lightConeMaterial = lightConeMaterial;

        m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques;
    }
コード例 #19
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        /// <summary>
        /// Create the scriptable render pass.
        /// </summary>
        public override void Create()
        {
#if !UNITY_EDITOR
            m_ScriptablePass = new CustomRenderPass(RenderPassEvent.BeforeRenderingOpaques);

            m_BackgroundMesh          = new Mesh();
            m_BackgroundMesh.vertices = new Vector3[]
            {
                new Vector3(0f, 0f, 0.1f),
                new Vector3(0f, 1f, 0.1f),
                new Vector3(1f, 1f, 0.1f),
                new Vector3(1f, 0f, 0.1f),
            };
            m_BackgroundMesh.uv = new Vector2[]
            {
                new Vector2(0f, 0f),
                new Vector2(0f, 1f),
                new Vector2(1f, 1f),
                new Vector2(1f, 0f),
            };
            m_BackgroundMesh.triangles = new int[] { 0, 1, 2, 0, 2, 3 };
#endif // !UNITY_EDITOR
        }
コード例 #20
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        /// <summary>
        /// Create the scriptable render pass.
        /// </summary>
        public override void Create()
        {
#if !UNITY_EDITOR
            m_ScriptablePass = new CustomRenderPass(RenderPassEvent.BeforeRenderingOpaques);
#endif // !UNITY_EDITOR
        }
コード例 #21
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 public override void Create()
 {
     m_ScriptablePass = new CustomRenderPass();
 }
コード例 #22
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 public override void Create()
 {
     m_ScriptablePass = new CustomRenderPass(setting.Event, setting.material);
 }
コード例 #23
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 public override void Create()
 {
     m_ScriptablePass                 = new CustomRenderPass();
     m_ScriptablePass.material        = Resources.Load <Material>("Materials/Rendertest"); // Resources/Materials/RenderDepth.matをロードする
     m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRendering;                    // レンダリングが終わった後にレンダリングパスを実行
 }
コード例 #24
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    public override void Create()
    {
        m_ScriptablePass = new CustomRenderPass(setting);

        m_ScriptablePass.renderPassEvent = setting.passEvent;
    }
コード例 #25
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 public override void Create()
 {
     customRenderPass = new CustomRenderPass();
 }
コード例 #26
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 public override void Create()
 {
     customRenderPass = new CustomRenderPass(settings.materialReference, settings.customIdentifier);
     customRenderPass.renderPassEvent = settings.renderPassEvent; // Configures where the render pass should be injected in the rendering process.
 }
コード例 #27
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 public override void Create()
 {
     m_ScriptablePass = new CustomRenderPass();
     // Configures where the render pass should be injected.
     m_ScriptablePass.renderPassEvent = UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingPostProcessing;
 }
 public void Initialize(RenderPassEvent renderPassEvent, Shader shader)
 {
     _scriptablePass = new CustomRenderPass(renderPassEvent, shader);
     _initialized    = true;
 }